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				<title>New to DKoK, advice/thoughts on certain combo</title>
				<description><![CDATA[ Just got my Compendium so I can use my rough riders again. I noticed Engineers and Gas bombs. Seems useful with the Grenadiers strat.<br /> 10 Engineers, a platoon officer for 1 order (105 points, chimera 65). Move up, jump out of Chimera, use Take Aim! or Bring it down! and grenadiers with Gas Bombs...<br /> Check my math. <br /> Using Take Aim<br /> 10d6 for an avg of 35 hit rolls.<br /> 2/3x35 for 23.1 hits (reroll ones add 3.83) for 26.93 total hits.<br /> 5/6x 26.93=22.44 wounds<br /> <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> fails 2/3x22.44=14.81<br /> <br /> Reverse for reroll wound rolls of 1<br /> start at 23.1 hits.<br /> 5/6x23.1=19.25 reroll 1's adds 3.2=22.45 wounds. <br /> wait, almost identical? My math must be off?<br /> <br /> ok, so whatever. against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> I'm doing 14-15 wounds. Is this worth the 1 <span class="glossaryitem" onmouseover='gp(707);'>CP</span>, and the point cost of the units (who still have value)? <br /> Thoughts:<br /> Against higher Toughness infantry the results stay the same, so the right target is important. <br /> <br /> Against cheaper infantry with lower T and Save does damage but you don't get your points back as fast. Against vehicles...I'm wouldn't do this.<br /> <br /> The chimera gives them a movement range of 9" turn 1 plus 6" grenade range. If I go second, a chance. If I move up turn 1 and survive I'm in range of good targets.<br /> <br /> Deep strike will not work with grenades...<br /> <br /> My army clearly has higher priority targets than that chimera.<br /> <br /> I don't expect the squad to survive much longer after this move, although aimed at an outlying objective they could (this would be my ideal goal).<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 7 Feb 2021 18:52:54]]> GMT</pubDate>
				<author><![CDATA[ edwardmyst]]></author>
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				<title>New to DKoK, advice/thoughts on certain combo</title>
				<description><![CDATA[ This has been discussed recently in the main <span class="glossaryitem" onmouseover='gp(69);'>IG</span> tactics thread. It looks a pretty solid strategy, especially against high T models like the new deathwing with perm transhuman. It even takes 6 wounds off mortarian. Definately worth the points and not something your oppo will see coming the first time. I would be tempted to take a whole platoon and have fun before they get nerfed <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> I am currently converting a squad, who can be shotgun vets on their day off if I don't fancy the <span class="glossaryitem" onmouseover='gp(312);'>dkok</span> doctrine or paying the <span class="glossaryitem" onmouseover='gp(707);'>cp</span> for a seperate detachment - but I think I would 'cos they are that good.<br /> <br /> <br /> edit: doesn't work on transhuman]]></description>
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				<pubDate><![CDATA[Tue, 9 Feb 2021 08:11:22]]> GMT</pubDate>
				<author><![CDATA[ PaddyMick]]></author>
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				<title>Re:New to DKoK, advice/thoughts on certain combo</title>
				<description><![CDATA[ Reroll 1s to wound or to hit should be äquivalent, because both ways you add 7/6 as a factor and it does not matter where.<br /> <br /> Reroll 1s to hit:<br /> (4/6×7/6) hit probability ×5/6 wound probability vs. <br /> Reroll 1s to wound:<br /> 4/6 x (5/6×7/6).<br /> <br /> Regarding the general strategy: it seems sound and efficient against expensive infantry. The order might often not even be necessary. Note that the turn they jump out of the chimera, they count as moved and have -1 on their gut rolls]]></description>
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				<pubDate><![CDATA[Tue, 9 Feb 2021 08:49:07]]> GMT</pubDate>
				<author><![CDATA[ Pyroalchi]]></author>
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				<title>New to DKoK, advice/thoughts on certain combo</title>
				<description><![CDATA[ It's solid, it's a big damage spike, but its effectiveness kind of relies upon your opponent not knowing the tactic. I've been using it since the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> index dropped and most of my regular opponents now target-fire the hell out of my chimera. I've run with two a few times too, but at that point you're betting on avoiding tank/knight heavy lists, or lists with strong nLoS shooting, or else you've invested 330pts in a lot of fragility. <br /> <br /> So yes, it works, it's great, and its incredibly satisfying. I've nuked a 20-warrior necron blob from full strength to  squad wipe with it before, ooooh yeah that felt good <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> But I don't think it will take off competitively, unless the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex drops and brings something new to the play.<br /> <br /> last thing I'll say is that I've been considering just dropping infantry squads altogether, as they are overpriced now, especially in <span class="glossaryitem" onmouseover='gp(514);'>DK</span> as they can't get that 4+ which makes IS a bit more viable. Is there some potential running 3x10 and 3 chimeras? ... perhaps. ]]></description>
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				<pubDate><![CDATA[Tue, 9 Feb 2021 23:07:40]]> GMT</pubDate>
				<author><![CDATA[ grouchoben]]></author>
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				<title>Re:New to DKoK, advice/thoughts on certain combo</title>
				<description><![CDATA[ Thanks for the advice. I apologize if this was discussed to death and I missed it, sometimes there's just too much in the basic army tactics threads.<br /> <br /> @Pyrolachi: You've confused me with -1 on the "gut" rolls. That term isn't one I'm familiar with.<br /> <br /> @Grouchoben: When you say they cannot get that 4+, do you mean armor saves? The bonus from the psychic power?]]></description>
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				<pubDate><![CDATA[Wed, 10 Feb 2021 02:23:34]]> GMT</pubDate>
				<author><![CDATA[ edwardmyst]]></author>
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				<title>New to DKoK, advice/thoughts on certain combo</title>
				<description><![CDATA[ I was reading the gut rolls as auto corrected hit rolls, which makes it sounds like the heavy weapon move penalty? But these are grenades, so that shouldn't apply... <br /> Are psychic powers &lt;regiment&gt; locked? I didn't think so...]]></description>
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				<pubDate><![CDATA[Wed, 10 Feb 2021 04:19:13]]> GMT</pubDate>
				<author><![CDATA[ hangnailnz]]></author>
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				<title>Re:New to DKoK, advice/thoughts on certain combo</title>
				<description><![CDATA[ I meant hit rolls (duck you autocorrect... you know it's never "duck" I'm trying to write)<br /> <br /> But I have confused grenades to be heavy, so just ignore it]]></description>
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				<pubDate><![CDATA[Wed, 10 Feb 2021 06:52:45]]> GMT</pubDate>
				<author><![CDATA[ Pyroalchi]]></author>
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				<title>Re:New to DKoK, advice/thoughts on certain combo</title>
				<description><![CDATA[ ah good old Autocorrect! I still appreciate the comments and thoughts!<br /> I do see it being a one trick pony. However, if my opponent wants to throw enough at a chimera to stop it, seems a useful thing because other parts of my army are surviving better. I know a chimera isn't exactly spectacular, but as a bunker it does take some fire to destroy. It's issue is output...zippo offense.]]></description>
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				<pubDate><![CDATA[Thu, 11 Feb 2021 03:01:08]]> GMT</pubDate>
				<author><![CDATA[ edwardmyst]]></author>
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				<title>New to DKoK, advice/thoughts on certain combo</title>
				<description><![CDATA[ Hi Edward, custom regiment trait, wilderness survivalists, gives +1 to saves, really boosts IS survivability. <span class="glossaryitem" onmouseover='gp(514);'>DK</span> locks you out of that, unfortunately.]]></description>
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				<pubDate><![CDATA[Sat, 13 Feb 2021 19:14:10]]> GMT</pubDate>
				<author><![CDATA[ grouchoben]]></author>
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				<title>Re:New to DKoK, advice/thoughts on certain combo</title>
				<description><![CDATA[ @Grouchoben: I have used that trait before for my mostly foot guard. Our tables have a fair bit of terrain so yeah, it is decent. Sadly, the new terrain rules do not give any cover bonuses to cavalry (or bikes, etc, etc, yeah, I find the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> terrain rules foolish at best, but it's what I have.<br /> Thanks for the comment, and...I grew up on the Marx Brothers...nice mustache.]]></description>
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				<pubDate><![CDATA[Sat, 13 Feb 2021 19:27:24]]> GMT</pubDate>
				<author><![CDATA[ edwardmyst]]></author>
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